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super_etecoon said:

I'm going to have to say that there is no second person.  You can say what you want about controlling the character through the enmies eyes, etc...but you're just stretching the analogy.

In grammar....

1st person...I like to go to the store.  It gives me something to do.

2nd person...You walk into a room.  You notice something different and then you see it: Your girlfriend is sleeping with another man.

3rd person...He reaches into the nightstand, quietly, and pulls out the gun he's only shot once at a firing range.  The grip is warm against his fingers and his hands aren't shaking like they should be.

 

FPS games are told from the first person perpective.  You are the avatar.

Third person shooters have you portraying an avatar on the screen (from whatever angle).

The second person analogy just doesn't apply.  Even if you were controlling the character through the enemy's eyes, it would still be a third-person perpective.

 

At least, that's the way I see it.

 

I agree, I (among others) suggested the "view from another involved parties perspective", but it's at a stretch. It's only works if you look at the analogy this way: first person is the speaker in a discussion(I will go to the shop), 2nd party is a listener involved in the discussion (you should go too), and third party is not involved in the discussion at all(person X will be there). If you consider the discussion to be the analogy for the game, first person is the player character view, second person is the perspective of someone/something involved, third is the perspective of someone/something not involved, like an imaginary over the shoulder camera.

Only first and third person work generally, whatever way you look at the analogy.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.